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Ravenloft Information

Initial Notes
• Run Grimdark/ Horror style (Dark/Foreboding/Creepy)
• Run Like Haven TV Series (Troubled/Afflicted/Twisted People)
• Monster Hunter Style (L&G Weathermay-Foxgrove Sisters)
• Cant escape until a Darklord give a Scroll of Passage
Fear, Horror, Madness and Poison Checks
Fear Check DC (WIS Check)
8+Monsters Total Hit Die+CHA Modifiers+Fear Modifiers
Horror Check DC (CHA Check)
DC set by situation
Madness Checks DC (WIS or CHA Check) (PG 259 DMG)
DC set by situation
Poison Check DC (CON Check)
DC set by poison type
Do Make a Check
Unknown Foe. When the character is unaware of the nature of their enemy, or is mistaken regarding its nature. This check
is made when the mistake becomes apparent.
Unprepared. If confronted by something that the character does not feel ready, prepared, or equipped to fight. The check is
made when the lack of preparation becomes apparent.
Deadly Enemy. If a character has fought a foe before and been easily defeated, they still have to make a Fear check when
confronting it. This applies even if they know its true nature and are prepared. The check is made when the foe is
identified.
Surprised. Being surprised is shocking and often calls for a Fear check. The check is made at the beginning of the first
round of combat.
Do not Make a Check
Well Known Critter. If the character is facing something that is similar to something they have previously defeated, then
they do not require a Fear check.
Prepared. If a character has planned for the encounter and feels ready to fight, they do not require a Fear check.
Out of combat. Fear is not meant to be used outside of combat encounters. The Horror checks more appropriate for
roleplaying scenarios.
Frightened Monsters. In rare situations it might even be appropriate to have opponents be frightened. To determine
whether a creature or group of creatures flees out of fear, the DM is encouraged to use the alternative rules of Morale,as
presented in Chapter 9 of the Dungeon Masters Guide
Determining Advantage and Disadvantage
When a Fear save is prompted by a menacing creature, the DM must also determine if circumstances also affect the
situation when this check is factored. Thus a menacing situation might affect the result of the Fear check without affecting
the DC target number.
The following situations grant Advantage to a Fear Saving Throw:
Character or ally possesses something that has proven to be useful against the threat.
A loved one or an innocent is endangered.
Character has defeated a similar threat in the past.
Character is in close quarters (no place to run).

The following situations grant Disadvantage to a Fear Saving Throw:


Character has faced and been defeated by a similar threat within the past.
Character is alone or party is outnumbered.
Character has lost more than half of his or her maximum hit points.
Menace is two size categories larger than the biggest member of the Group.
Fear Save Modifiers
Modifier Condition
4 Character or ally possesses a weapon, form of magic, or bit of lore that has proven to
be useful against the threat.
2 Character or ally possesses a weapon, form of magic, or bit of lore that is believed to
be useful against the threat
4 A loved one is endangered.
2 A friend or ally is endangered.
1 An Innocent is endangered.
1 Character has defeated a similar threat in the past.
1 Character is in close quarters (no place to run).
-2 Character has faced and been defeated by a similar threat within the past 24 hours.
-1 Character has faced and been defeated by a similar threat in the past (but not within the
past day).
-1 Character is alone.
-1 Character has lost more than half of his or her maximum hit points.

Fear Failure Margin


Fail Margin Effects
1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effects. (see below for specifics).

Failure Results
Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.
Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable
to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are
the only way to escape.
Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance
to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other
dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape. If the
character fails the Fear save by 16+ points, she is panicked and must make an immediate Horror save (DC = failed Fear
save DC - 5).
Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened
character who fails another Fear save becomes panicked.
Recovering from Fear
Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear)
can remove all Fear effects.
Horror Save Triggers
DC Horrific Scene
5 Signs of violence (a dry ing pool of blood, a splintered door, etc.).
8 A decaying body.
10 A scene of pain or suffering (a beggar ravaged by disease; a doctor sewing wounds shut).
12 A freshly slain corpse.
15 A scene of terrible agony (torture, involuntary transformation).
20 A scene of evil, cruelty, and madness (finding dismembered bodies that have been turned into
marionettes).
25 Malign paradigm shift (see below)**

**A "malign paradigm shift" is a situation in which a character discovers that an important element of the surroundings is
not only drastically "wrong," it has been so all along, unbeknownst to the character. Examples include PCs realizing that
they are the only people in a crowded inn who aren't evil shapeshifters, or discovering that the carriers of a plague epidemic
are actually all the victims of rampant vampiric feeding — and are still under the vampires' control.

Horror Save Modifiers


Modifier Condition
4 A loved one is clearly endangered by the threat.
4 The victim of the threat is a despised foe.
2 A friend or ally is clearly endangered by the threat.
2 The victim of the threat is a foe.
1 An Innocent is clearly endangered by the threat.
-1 An Innocent is participating in the scene (but not threatened).
-2 A friend or ally is participating in the scene (but not threatened).
-4 A loved one is participating in the scene (but not threatened).
-4 Character is inadvertently responsible for the scene.
-1 Character is of good alignment.
1 Character is of evil alignment.
-1 Character is in close quarters (no place to run).
1 Character is in an open area (room to run away).
2 Character has been warned about what she's about to witness.
1 Character has overcome or endured a similar event in the past.
-2 Character has failed a Horror save prompted by a similar scene within the past 24 hours.
-1 Character has failed a Horror save prompted by a similar scene in the past (but not within
the past 24 hours).
-1 Character is alone.
-1 Character has lost more than half of his or her maximum hit points.

Failure Results
If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific
symptom of Horror. If a character fails a Horror save by 16+ points, he suffers a major Horror effect and must make an
immediate Madness save (at DC = Horror save DC -5).
Player Tips: You can speed up Horror saves by rolling the d20 and the d4 at the same time — if you succeed at the Horror
save, you can just ignore the d4 roll. Alternatively, if you and the DM both agree that a Horror effect in the category you
rolled is particularly suited to the scene, you can ignore the d4 roll and simply choose that
effect.
DM Tip: When a character fails a Horror save, make a note of the cause of the failed check, the failed save's DC, and the
date in your campaign's calendar (a sample note might read: "Rotting body,Oct. 31, DC 8."). Horror saves have long-term
results, and this information will come in handy later for recovery checks.
Minor Horror Effects
1d4 Effect
1 Aversion
2 Fearstruck
3 Frozen
4 Nausea
Moderate Horror Effects
1d4 Effect
1 Nightmares
2 Obsession
3 Rage
4 Revulsion
Major Horror Effects
1d4 Effect
1 Fascination
2 Haunted
3 Mental Shock
4 System Shock
Aversion: The character is frightened. Although the Fear effect has a duration of only 5d6 rounds, for as long as the
character suffers from this Horror effect he is automatically shaken whenever he comes within 50 feet of the location where
he failed this Horror save or any identical places.
Fearstruck: The character is panicked. This Fear effect lasts 5d6 rounds, but the character suffers no further effects.
Frozen: The character is momentarily overwhelmed by the scene before him and can take no action for three rounds. He is
considered flatfooted for the duration.
Nausea: The sight causes the character to become physically ill. He suffers an effective decrease of 1d4+l points of
Constitution. For an equal number of rounds, he cannot cast spells and can take only partial actions as he struggles to retain
his last meal. The character regains these lost Constitution points at the rate of 1 per hour.
Nightmares: For the moment, the character is merely shaken. This Fear effect lasts 5d6 rounds. However, the next time the
character tries to go to sleep, the horrific events of this scene will play themselves out again in his mind, causing the
character to wake with a scream after only 5d6 minutes. The nightmares return every time he tries to sleep, preventing rest.
For as long as this Horror effect lasts, the character cannot regain arcane spells, and each full day without rest incurs a
cumulative -1 morale penalty to all attack rolls, saves, and checks, to a -4 maximum penalty. Lack of sleep also erodes the
character's health. Without rest, he cannot regain hit points through natural healing. Sleep can grant dreamless rest, allowing
the character to regain spells and negate accumulated penalties. If the character does not receive a sleep spell every night,
however, the nightmares begin
again. Elves neither truly sleep nor dream and thus are immune to this effect; players of elven characters should reroll the d4
or choose another moderate effect instead.
Obsession: The character is unable to shake this horrific memory. He continually replays the events in his mind, mumbles
about them under his breath, and tries to bring all conversations back to this terrible topic. His obsessed mind becomes
clouded, and he seldom sleeps. With each day of restless obsession, he suffers a cumulative -1 morale penalty to initiative
and Listen, Search, and Spot checks, to a maximum penalty of -4. The character ignores his health while obsessed. He
cannot regain hit points through natural healing, and each full week without rest also inflicts 1 point of effective
Constitution decrease. Once the character recovers from Obsession, lost Constitution points return at the rate of 1 per day.
(See "Recovering from Failure," below.)
Rage: The character's mind is overwhelmed by a primitive, mindless fury directed toward the source of horror. He must
drop anything in his hands that is not a weapon, then rush forward to attack the object of his hatred in melee. This blind fury
acts as a barbarian's rage ability, with the following exceptions: unlike a barbarian, the character is not in control of his
actions. He cannot retreat from battle and will not stop attacking the subject of his rage even if it is destroyed. He must also
move toward the subject using the most direct route, even if this means passing through threatened areas. If anyone — even
an ally — tries to block his path and he cannot move around, he must fight his way through the obstacle. The rage lasts a
number of rounds equal to 3 + the character's (heightened) Constitution modifier. When the rage ends, the character regains
control of his actions, but he is fatigued (as detailed under the Barbarian in the Player's Handbook).
Revulsion: Works as Aversion, except that the character is shaken if exposed to anything that merely reminds him of the
horror scene. A character horrified by a vampire attack may suffer repulsion upon seeing a large swarm of bats or hearing
the conversational mention of a vampire, for example.
Fascination: The character develops a morbid fascination with the scene. This obsession becomes so overpowering that it
warps the character's personality. In the fascinated character's mind, the source of the horror effect becomes more and more
powerful. The fascinated character may eventually believe that the source is omnipotent; he may even revere it. As an
example, a character who becomes fascinated after witnessing a vampire draining the blood from a victim may seek out that
vampire and offer his servitude. As the fascinated character warps himself into a willing slave of his own horror, he suffers a
cumulative, effective drain of 1 point each from Wisdom and Charisma each week. If either score drops below 3, the
character becomes a lost one (see "Additional Failures" under "Madness Saves"). Once the character recovers from
Fascination, lost Wisdom and Charisma points return at the rate of 1 each per day.
Haunted: Witnessing the horrific scene shatters the character's ability to see any good in the world. He suffers the
Obsession effect and also suffers 1d6+l points of effective Charisma decrease as his spirit becomes hardened and
withdrawn. Once the character recovers from the Haunted effect, lost Constitution and Charisma points return at the rate of
1 each per day.
Mental Shock: The character's mind simply shuts down, unable to comprehend what it is witnessing. While suffering from
mental shock, the character can take no actions and is considered flatfooted. He will walk if dragged along but cannot run.
Mental shock lasts three rounds. At the end of that duration, the character must make another Horror save at the same DC to
escape the effects. If he fails, the effects persist, but he can retry the saving throw once every three rounds until he succeeds.
If the horrific scene is no longer present, the character gains a cumulative +1 morale bonus to each retry until he succeeds.
System Shock: The shock proves to be too much for the character's heart; he must make an immediate Fortitude save
against the same DC or suffer 3d6 points of temporary Constitution damage.
Additional Failures
Some Horror effects (such as Rage or Mental Shock) have outburst durations that can be measured in rounds, but all Horror
effects actually linger for days. (See "Recovering from Horror" for long-term durations.) A character can carry only a single
Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, use another outburst
of the existing effect. If a failed Horror save indicates a result of greater severity,
remove the existing effect and default to the greater one instead. Horror effects do not stack. Examples: Radford fails a
Horror save, resulting in Rage (a moderate effect with a duration of two weeks). During these two weeks, any additional
failed Horror saves indicating a minor or moderate effect automatically default to another bout of Rage. If Radford's player
fails a Horror save indicating a major result, then determine it normally. In this case, a d4 roll comes up with Haunted. The
Rage effect is then removed, and Haunted becomes the new default. Horror effect durations superimpose; the duration is
measured from the time of the latest failed Horror save.
Recovering from Horror
Minor Horror effects last one week. Moderate effects last two weeks. Major effects last thirty days. At the end of this
duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale
bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she
fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time
she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt. Example: George makes a
Horror save (DC 18), with his result a 14: a failure. Since George
failed by four points (18 - 14 = 4), this results in a minor effect. After one week, he can make a recovery check at DC 16
(DC 18 - 2) to shake off the effects. If George fails this save, he can try again in another week at DC 14 (DC 18 - 4), and so
on, until he succeeds. Numerous spells and magical effects (such as modify memory or remove fear) can also remove all
Horror effects.

Need Curses Info


Dread Domains
Lamordia
CL: Renissance
Darklord: Adam, Flesh Golem, CE, M, AC 19, HP 75, 2 ATT

Dementlieu
CL: Renissance
Darklord: Dominic d'Honaire, L7 Sorcerer, Human, M, NE, AC 14, HP 50, 1 ATT

Necropolis
CL: West-Renissance/ East-Dark Ages
Darklord: None, was Azalin

Falkovnia
CL: Medieval
Darklord: Vlad Drakov, L15 Fighter, Human, M, NE, AC 18, HP 96, 2 ATT (4 w/ Magic Items)

Keening
CL: NIL (Undead)
Darklord: Tritessa, Banshee, CE, AC 20, HP 74, 1 ATT

Tepest
CL: Early Medieval
Darklord: Laveeda, Annis Hag, CE, AC 20, HP 78, 3 ATT
Leticia, Sea Hag, CE, AC 18, HP 55, 2 ATT
Lorinda, Green Hag, CE, AC 22, HP 95, 2 ATT

Mordent
CL: Renissance
Darklord: Lord Wifred Godefroy, Ghost (Human, Male), CE, AC 20, HP 50, 1 ATT

Valachan
CL: Medieval
Darlord: Baron Urik von Kharkon, Nosferatu Vampire, M, LE, AC 19, HP 60, 2 ATT

Richemulot
CL: Chivalric
Darklord: Jacqueline Renier, Wererat/Human Female, CE, AC 12, HP 26, 1 ATT

Verbrek
CL: Medieval
Darklord: Alfred Timothy, L6 Werewolf Priest, LE, AC 14, HP 55, 2 ATT

Sithicus
CL: Medieval
Darklord: Lord Soth, Death Knight, CE, AC 23, HP 110, 3 ATT

Invidia
CL: Chivalric
Darklord: Gabrielle Aderre, L8 Sorcerer, Half Vistani, Female, NE, AC 11, HP 34, 1 ATT

Borea
CL: Chivalric
Darklord: Ivana Boritsi, Human, Female, CE, AC 11, HP 22, 1 ATT

Barovia
CL: Medieval
Darklord: Count Strahd von Zarovich, Vampire, SEE CURSE OF STRAHD STATS
Kartakass
CL: Medieval
Darklord: Harkon Lukas, L7 Wolfwere Bard, Male, NE, AC 12, HP 45, 1 ATT

Forlorn
CL: Iron Age
Darklord: Tristen ApBlanc, L4 Ghost/L4 Vampire, Male, NE, AC 20, HP 98, 1 ATT (G) 3 ATT (V)

Hazlan
CL: Medieval
Darklord: Hazlik, L12 Sorcerer, Human, Male, CE, AC 11, HP 55, 1 ATT

Nova Vassa
CL: Medieval/ Chivalric
Darklord: Sir Tristen Hiregaard/Malken, L8 Fighter, Human, Male, LN/CE, AC 18, HP 89, 3 ATT

Mor'du (Homebrew)(DNDSPEAK: d100 Darklords)


CL: Stone Age
Darklord: Borash, The Demon Bear was an ancient Celtic-like king given to fits of rage, in the course of which he
slaughtered his wife, son and brothers. He was cursed to become a terrible dire bear, and has been roaming his country for
centuries by now, feared by all and unable to return to his throne. Many warriors and hunters died attempting to slay him,
and he seems to be invincible. (Inspiration: Mor'du from the movies Brave and The Legend of Mor'du).

Kalidnay (Island)
CL: Classical
Darklord: L12 Cleric/L 12 Psionic, Half Elf, Female, LE, AC 12, HP 165, 2 ATT

Need rest of the Domains added


Starting Domain (Roll 1d20)
D20 Starting Domain
1 Lamordia
2 Necropolis
3 Keening
4 Mordent
5 Richemulot
6 Sithicus
7 Borea
8 Kartakass
9 Hazlan
10 Mor'du (Homebrew)
11 Kalidnay Island)
12 Nova Vassa
13 Forlorn
14 Barovia
15 Invidia
16 Verbrek
17 Valachan
18 Tepest
19 Falkovnia
20 Dementlieu
**D100 01-05 Carnival is in the same Domain that you start in.

The Mists
When teleported by the Mists, any PCs only have access to what they were carrying at the time.
Anything left at a Home or Chest cannot be accessed!!
Weapons and Equipment
Item Cost Damage Critical Range Weight Type/Note
Wheel Lock Pistol 350gp 1d10 X3 75ft 6lbs Piercing, Reload,2 Hands
Wheel Lock Musket 650gp 1d12 X3 125ft 8lbs Piercing, Reload,2 Hands
Wheel Lock Rifle 700gp 2d6 X3 200ft 10lbs Piercing, Reload,2 Hands
Flintlock Pistol 250gp 1d10 X3 75ft 6lbs Piercing, Reload,2 Hands
Flintlock Musket 500gp 1d12 X3 125ft 8lbs Piercing, Reload,2 Hands
Flintlock Rifle 550gp 2d6 X3 200ft 10lbs Piercing, Reload,2 Hands
Blunderbuss (pistol) 250gp 2d4* X3 40ft 8lbs Piercing, Reload,2 Hands
Blunderbuss (musket) 500gp 3d4* X3 60ft 14lbs Piercing, Reload,2 Hands
Bullets (10) 3gp 2lbs
Shot (10 Shots) 3gp 3lbs F or BB
Shot Bag 15gp 1lbs Holds 100 Bullets+Tools
Gunpowder, Horn 35gp 2lbs 10 shots
Gunpowder, Keg 250gp 20lbs 100 shots/10 Horns
Hand Bomb 150gp 3d6 10-60ft 2lbs 5ftRad

Fuse, Clockwork 500gp 1lbs 1min to 12 hours


Fuse, Tripwire 150gp 1lbs 15ft Wire
Fuse, Pressure 250gp 1lbs 5-100lbs Weight
Petard,Doorbreaker 150gp 3d6 5ft 5lbs
Petard,Triggered 180gp 2d6 5ft Area 2lbs Proximity Mine
5ft Blast
Dynamite 100gp 2d6 10-60ft 1lbs Can bundle up to 5 sticks
Thrown 10d6 max
Fuse 50gp 2lbs 50ft
Blasting Cap 100gp 1d8 5/2lbs
Blasting Machine 500gp 15lbs Ignites Caps
Blasting Wire 25gp 15lbs 500ft for Blasting Machine
Sword Cane Rapier 50gp 1d8 18-20/x2 4lbs Piercing
Rapier, Parthian 300gp 1d8/1d10 1820 –/50ft 5lbs Exotic Weapon Prof
x2/x3 Reload
Straight Razor 2gp 1d4 x3 1lbs Slashing
Bayonet 1gp 1d4 x2 1lbs Piercing
Staking Crossbow 80gp 1d12 18-20x2 10-250ft 15lbs Exotic Weapon
Reload/2 Hands
Staking Bolts (10) 1gp 5lbs
Dragon Pack 400gp X2 Per ----- 30ft max 25lbs 16 Flasks/ 8 shots
Substance no AoE empty 10 Min to refill
Tripwire Alarm 75gp 3lbs 1Min Alarm 120ft
DC 15 Spot/Disable
Smoke-bomb 70gp Smoke 10-60ft 1lbs Fills 20ft area
Thrown
Felt Corset 10gp 8lbs AC 11+DEX
Leather Corset 15gp 10lbs AC 12+DEX
Riding Boots 1gp 2lbs
Knee Boots 2sp 2lbs
Loggers Spurs 5gp 4lbs +5 Climb
Microscope 1000gp 10lbs
Magnetic Compass 15gp 1lbs
Chirurgery Kit 75gp 5lbs Healers Kit+5
Syringe 10gp 10/1lbs Deliver potions
Automaton,Fine 500gp 1lbs 1 Task
Automaton, Diminutive 1000gp 5lbs 1 Task
Automaton, Tiny 1500gp 10lbs 1 Task
Automaton, Small 2000gp 25lbs 2 Tasks+Porter 5lbs
Automaton, Medium 3000gp 50lbs 3 Tasks+Porter 20lbs
Automaton, Large 5000+gp 100lbs+ 3 Tasks+Porter 40lbs
+500gp per task/10lbs
Pocket-watch 1000gp
Grandfather Clock 400gp 80lbs Wind every 7 days
Servant Candle 350gp 10/1lbs Magic Item
Lantern Jack 4500gp Houmculi 2 weeks
Chest of Preserving 250gp 10lbs Holds 50lbs
Silvering Weapons X5 +2lbs Add Silver Coating
Wagon,Vardo 50gp 400lbs Needs 2 Horses
Carrige,Fancy 500gp 300lbs 2-4 Horses
Carrige,Small 200gp 200lbs 1-2 Horses
Beeswax 1gp 1lbs Anti Ghost Escape
Witch-Finder Compass 1300gp 5lbs Finds nearest female witch,
including hags
Wolfspaw 15,000gp 10ft Rad 1lbs No Lycan within 10ft
Glowjar 20gp 10ft Dim 1lbs Glowstick
Ether 50gp 6 DOS/ DC 15 VS 3d6+ Sleep 1HR
1lbs
Heat Pouch 15gp 1lbs Resist Cold 6 HR
Pungent Powder 10gp 1lbs Cover Scent
Regenerative Salve 300gp 1lbs Regen Severed Limbs
Herbs 2sp 1lbs
Book, Blank 3gp 1lbs
Book, Printed 10gp 1lbs
Silvering Cost x5 ------- Weapons or Ammo
References

Cultural Levels
Cultural Level Approximate Historical Setting
CL 1 Stone Age 10,000-5,000 B.C.
CL 2 Bronze Age 5,000-2,500 B.C.
CL 3 Iron Age 2,500-1 B.C.
CL 4 Classical 1-500 A.D.
CL 5 Dark Age 500-800 A.D.
CL 6 Early Medieval (1E-3E) 800-1,200 A.D.
CL 7 Medieval (2E-5E) 1,200-1,400 A.D.
CL 8 Chivalric (2E-5E)(Early Firearms) 1,400-1,550 A.D.
CL 9 Renissance (5E+)(Firearms/Clockworks) 1,550-1,700 A.D.

Money of the Dread Domains


Domain Copper Silver Electrum Gold Platinum
Faerun Copper Silver Electrum Gold Platinum
Barovia Rat-Tooth Raven-Claw -------------- Wolf-Fang ----------------
Borca(1) Foxglove Hemlock ---------------- Nightshade ----------------
Darkon Chip Bone --------------- Skull Crown
Dementlieu Bit Lunar ------------------- Solar Corona
Falknovia Falconeye Falconclaw --------------- Falconhead -------------
G'Henna Bonefang Irontusk --------------- Stoneclaw --------------
Hazlan(2) Bloodpenny Moondagger ------------- Soulorb -----------------
Invidia(3) Bitterbit Sweetpiece ------------------ Drymark -------------
Kartkass Canticle Dirge ----------------- Gold Canticle ----------------
Lamordia Marten Sable ------------------- Glutton ---------------
Mordent Saltpenny Weepstone --------------- Mournepeice -------------
Nidala Flame Flare ----------------- Blaze ---------------
Nova Vaasa Horseshoe Spur ------------------ Bridle -------------
Paridon Pence Shilling ----------------- Pound ---------------
Pharazia Blessing Reproach --------------- Penance ----------------
Richemulot(4) Rumor Secret ----------------- Scandal ---------------
Rokushima Taiyoo Cherry Blossom Water Lily ---------------- Chrysanthemum --------------
Sanguinia Nip Chillpeice ------------------ Frostmark ---------------
Souragne Toothchip Fingerbone ------------------ Gravestone ----------------
Sithicus Sword Crown ----------------- Rose -----------------
Sri Raji Rice-Seed Lotus-Flower ------------------ Soma-Drop ----------------
Valachan(5) Claw Cateye ------------------ Pantherhead ---------------
Vechor Wildpenny Wildorb ---------------- Wildrown ---------------
1) Borcan's are insulted by barter all persons prefer hard coinage of their homeland, but accept other coinage at ½
value.
2) +10% for foreign coinage
3) Heavy barter economy
4) Merchantile Might
5) Heavy barter economy, but taxes are paid in coin

Bibliography
*2 Ed. Ad&d “Domains of Dread”
*DNDSPEAK D100 Darklords PDF
*Van Richtens Arsenal Vol. 1
*2 Ed. “Realms of Terror: Boxed Set”
*2 Ed. “Ravenloft Dungeon Masters Guide”
*2 Ed. “Ravenloft Dms Screen” (Weapons and Equipment) (Fear Checks)
*Haven TV Series
*Ravenloft Ruleset PDF
*5 Ed. Dungeon Masters Guides
*5 Ed. Players Handbook
*3 Ed. Ravenloft Campaign Setting

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